Refactor interactions, introduce template-method lifecycle management, work on save-load system (#51)
# Lifecycle Management & Save System Revamp
## Overview
Complete overhaul of game lifecycle management, interactable system, and save/load architecture. Introduces centralized `ManagedBehaviour` base class for consistent initialization ordering and lifecycle hooks across all systems.
## Core Architecture
### New Lifecycle System
- **`LifecycleManager`**: Centralized coordinator for all managed objects
- **`ManagedBehaviour`**: Base class replacing ad-hoc initialization patterns
- `OnManagedAwake()`: Priority-based initialization (0-100, lower = earlier)
- `OnSceneReady()`: Scene-specific setup after managers ready
- Replaces `BootCompletionService` (deleted)
- **Priority groups**: Infrastructure (0-20) → Game Systems (30-50) → Data (60-80) → UI/Gameplay (90-100)
- **Editor support**: `EditorLifecycleBootstrap` ensures lifecycle works in editor mode
### Unified SaveID System
- Consistent format: `{ParentName}_{ComponentType}`
- Auto-registration via `AutoRegisterForSave = true`
- New `DebugSaveIds` editor tool for inspection
## Save/Load Improvements
### Enhanced State Management
- **Extended SaveLoadData**: Unlocked minigames, card collection states, combination items, slot occupancy
- **Async loading**: `ApplyCardCollectionState()` waits for card definitions before restoring
- **New `SaveablePlayableDirector`**: Timeline sequences save/restore playback state
- **Fixed race conditions**: Proper initialization ordering prevents data corruption
## Interactable & Pickup System
- Migrated to `OnManagedAwake()` for consistent initialization
- Template method pattern for state restoration (`RestoreInteractionState()`)
- Fixed combination item save/load bugs (items in slots vs. follower hand)
- Dynamic spawning support for combined items on load
- **Breaking**: `Interactable.Awake()` now sealed, use `OnManagedAwake()` instead
## UI System Changes
- **AlbumViewPage** and **BoosterNotificationDot**: Migrated to `ManagedBehaviour`
- **Fixed menu persistence bug**: Menus no longer reappear after scene transitions
- **Pause Menu**: Now reacts to all scene loads (not just first scene)
- **Orientation Enforcer**: Enforces per-scene via `SceneManagementService`
- **Loading Screen**: Integrated with new lifecycle
## ⚠️ Breaking Changes
1. **`BootCompletionService` removed** → Use `ManagedBehaviour.OnManagedAwake()` with priority
2. **`Interactable.Awake()` sealed** → Override `OnManagedAwake()` instead
3. **SaveID format changed** → Now `{ParentName}_{ComponentType}` consistently
4. **MonoBehaviours needing init ordering** → Must inherit from `ManagedBehaviour`
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #51
This commit is contained in:
@@ -1,8 +1,8 @@
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using System;
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using Core;
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using Core.SaveLoad;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Bootstrap;
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using UI.Core;
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using Pixelplacement;
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@@ -22,9 +22,14 @@ namespace UI
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[SerializeField] private GameObject pauseButton;
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[SerializeField] private CanvasGroup canvasGroup;
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// After UIPageController (50)
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public override int ManagedAwakePriority => 55;
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private void Awake()
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private new void Awake()
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{
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base.Awake(); // CRITICAL: Register with LifecycleManager!
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// Set instance immediately so it's available before OnManagedAwake() is called
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_instance = this;
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// Ensure we have a CanvasGroup for transitions
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@@ -32,19 +37,22 @@ namespace UI
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canvasGroup = GetComponent<CanvasGroup>();
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if (canvasGroup == null)
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canvasGroup = gameObject.AddComponent<CanvasGroup>();
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// Set initial state
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canvasGroup.alpha = 0f;
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canvasGroup.interactable = false;
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canvasGroup.blocksRaycasts = false;
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gameObject.SetActive(false);
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// Register for post-boot initialization
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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}
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private void InitializePostBoot()
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protected override void OnManagedAwake()
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{
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// Subscribe to scene loaded events
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SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
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// Subscribe to scene-dependent events - must be in OnManagedAwake, not OnSceneReady
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// because PauseMenu is in DontDestroyOnLoad and OnSceneReady only fires once
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if (SceneManagerService.Instance != null)
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{
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SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
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}
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// Also react to global UI hide/show events from the page controller
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if (UIPageController.Instance != null)
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@@ -53,16 +61,21 @@ namespace UI
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UIPageController.Instance.OnAllUIShown += HandleAllUIShown;
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}
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// SceneManagerService subscription moved to InitializePostBoot
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// Set initial state based on current scene
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SetPauseMenuByLevel(SceneManager.GetActiveScene().name);
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Logging.Debug("[PauseMenu] Subscribed to SceneManagerService events");
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}
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private void OnDestroy()
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protected override void OnSceneReady()
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{
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// This only fires once for DontDestroyOnLoad objects, so we handle scene loads in OnManagedAwake
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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// Unsubscribe when destroyed
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if (SceneManagerService.Instance != null)
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{
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@@ -81,17 +94,30 @@ namespace UI
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/// <param name="levelName">The name of the level/scene</param>
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public void SetPauseMenuByLevel(string levelName)
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{
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HidePauseMenu();
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// TODO: Implement level-based pause menu visibility logic if needed
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/*if (string.IsNullOrEmpty(levelName))
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return;
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bool isStartingLevel = levelName.ToLower().Contains("startingscene");
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// When a new scene loads, ensure pause menu is removed from UIPageController stack
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// and properly hidden, regardless of pause state
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if (UIPageController.Instance != null && UIPageController.Instance.CurrentPage == this)
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{
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UIPageController.Instance.PopPage();
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}
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if(isStartingLevel)
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HidePauseMenu(false); // Ensure menu is hidden when switching to a game level
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// Ensure pause state is cleared
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if (GameManager.Instance != null && GameManager.Instance.IsPaused)
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{
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EndPauseSideEffects();
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}
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Logging.Debug($"[PauseMenu] Setting pause menu active: {!isStartingLevel} for scene: {levelName}");*/
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// Hide the menu UI
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if (pauseMenuPanel != null) pauseMenuPanel.SetActive(false);
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if (canvasGroup != null)
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{
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canvasGroup.alpha = 0f;
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canvasGroup.interactable = false;
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canvasGroup.blocksRaycasts = false;
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}
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gameObject.SetActive(false);
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Logging.Debug($"[PauseMenu] Cleaned up pause menu state for scene: {levelName}");
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}
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/// <summary>
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@@ -238,6 +264,18 @@ namespace UI
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/// </summary>
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public async void ExitToAppleHills()
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{
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// Pop from UIPageController stack before switching scenes
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if (UIPageController.Instance != null && UIPageController.Instance.CurrentPage == this)
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{
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UIPageController.Instance.PopPage();
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}
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// Ensure pause state is cleared
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if (GameManager.Instance != null && GameManager.Instance.IsPaused)
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{
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EndPauseSideEffects();
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}
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// Replace with the actual scene name as set in Build Settings
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var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
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@@ -257,8 +295,20 @@ namespace UI
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public async void ReloadLevel()
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{
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// Clear all save data for the current gameplay level before reloading
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if (SaveLoadManager.Instance != null && SceneManagerService.Instance != null)
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{
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string currentLevel = SceneManagerService.Instance.CurrentGameplayScene;
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if (!string.IsNullOrEmpty(currentLevel))
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{
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SaveLoadManager.Instance.ClearLevelData(currentLevel);
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Logging.Debug($"[PauseMenu] Cleared save data for current level: {currentLevel}");
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}
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}
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// Now reload the current scene with fresh state - skipSave=true prevents re-saving cleared data
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var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.ReloadCurrentScene(progress);
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await SceneManagerService.Instance.ReloadCurrentScene(progress, autoHideLoadingScreen: true, skipSave: true);
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}
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/// <summary>
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